Marking two decades since the legendary game first launched across the Atlantic, providing players everywhere the means to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who's nailed Free Bird’s lengthy instrumental break before a packed crowd of friends.
Created by the developers, the game provided users with a guitar-shaped controller to match coloured notes moving along the display in time with the music. Each riff mimicked particular chords, creating the feel of an authentic live show.
The studio had already tried its hand in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the foundations for a surprising massively profitable series which made a significant impact for many of the artists included, showcasing decades-old bands to millions of gaming enthusiasts.
Michael Dornbrook, former COO from the developer, remembers the initial budgetary hurdles of licensing the recordings – even though the first two games primarily featured rerecorded tracks.
“We rerecorded all the music because the dollar figure was so high,” he says. “Despite having the necessary permissions by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was fairly certain the project would flop. But once the game became a hit, and record sales airtime were going up, everyone wanted to participate.”
He adds: “One of the amazing things was the number of mothers and fathers got in touch expressing gratitude for introducing their kids to the songs they adored. It evolved into a multigenerational thing.”
Classic Rock Gains a New Audience
Irish group the Answer had Never Too Late on the 2008 game Guitar Hero World Tour. Guitarist the artist remembers how the series brought older hits to the forefront: “The game provided a larger, younger audience. Generally such music was considered outdated material, however when it was included in the title young people were finding it, abruptly it was cool. This validated it, and got rid of the ‘dad rock’ tag. It gave our catalog a new life.”
At that time, the Answer’s first record was still unreleased in the US, so the game was a key medium of discovery for the band during their US tour opening for the rock giants. “Their crew had on the song during travel, and some of them recognized us thanks to the game,” he notes.
Major Band Spin-offs and Lasting Impact
Music's heavyweight names soon took advantage of the game's success, including bands like Aerosmith, Metallica and others featuring in specialized game editions that focused on their music collections and related lore, imagery and legendary status. For example, the Aerosmith edition, reportedly earned the band more money compared to their records. It sold more than 500,000 copies in its first week, and demand for their songs saw an increase of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism among its fans. Earlier this year, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough power-metal song popularized through Guitar Hero – on Clone Hero, a no-cost alternative with almost identical mechanics but an array of customisation options. This track is challenging enough on expert mode, not to mention played at double speed and without missing a single one of its near 4,000 notes. The streamer claimed it took months of practice to accomplish.
“The game is a fun, fantasy thing. Just as with other games, it doesn't imply you ought to use actual weapons and go to war,” says musician the artist.
The band had already wrapped up a profitable run before Through the Fire and Flames appeared on Guitar Hero III, yet he explains it made them a household name. “I remember our distributors informing us that our selling albums like crazy,” he says. “Popularity surged on the subsequent tour, and we performed just before top acts on the Mayhem festival.”
Indeed, DragonForce’s exposure via the game was so immense that it has risked overshadow all other accomplishments. Last year, the song was used in promotional material for Despicable Me 4. “In the past I thought otherwise, but I’ve made peace with it,” he admits. “Should you just hear one DragonForce song, it’s totally cool – each person has a unique path in music and I’m glad we played a role of people’s lives”.
The Lasting Legacy from the Iconic Controller
Top-tier marketing, be it for cars, clothes or games, goes further mere transactions – it evokes a longing. Did Guitar Hero harness this? “Precisely what we were trying to create,” he confirms. “The excitement of performing as a music icon on the stage. Since the beginning, the co-founders felt that humans have a natural urge to make music, and their goal was to use technology to enable everyone to do it”.
Most installments were released over a mere half-decade from 2005 to 2010, including derivative titles like the DJ version, complete with a turntable controller, and Band Hero. Subsequently, the publisher’s interest on peripherals died down, aside from a short-lived revival in 2015.
Games such as Clone Hero and Fortnite Festival have kept the scene active, with set to be a new product from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers ready to embrace another game in the spirit of Guitar Hero?
“Our team believed those games could be like Madden where you can releases,” he remarks. “With abundant new music that it could be perennially popular, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”